I thought it looked great, where those 2 health packs were under the stairs I was kinda unsure about that but it seems you changed it, I think the sniper cover could use more cover incase there's another sniper on the enemy team and you can bounce between cover.

I realized that as I further developed this map, it became less of a shanty town; but the name stuck.

Thanks to both 'The Letter Before A' and 'ManHatesNova' for their helpful suggestions and criticisms about the first version of the map.

Based on their suggestions, I expanded the battlements and added more cover for snipers. The middle corridor leading to the battlements has also been widened.

I made the corresponding teams' sides more easily distinguishable by adding team-colored props and signs to the map (like the billboard seen above).

A large point of this update is that the control point is now encased in a building, with an opening on top for ambushing the enemy from above. On the sides of the point are small half-shacks with small ammo boxes.

Below the point, the medium health pack room has alcoves on the sides with some crates for cover, making it a great spot for sentry nests.

The spawn room now has prop doors, and all important areas in the map are labeled with signs like resupply, capture zone, and battlements.

The battlements now have shipping containers in front of them, that happen to be great spots for mini sentries.

Besides a few bug fixes and expanding the skybox to accommodate for taller buildings, that's the update! Be sure to post your comments or criticisms. If you're interested in doing a play-testing session, please ask. I'm looking into setting up a server and a time for play-testing this map with a full server of people. Au revoir.

MAYBE move that container a little bit so people can get behind it from both directions? If you try to build a sentry nest there,or you're simply hiding,you're basically dead. Because you don't have any other way to leave besides the path YOU took and the enemy is taking to chase you.

Also,try to be more original with the CP. I'm not saying it's bad. Actually the opposite,but I think there's too many "CP inside a building with a small and convenient roof to sneak inside." If you want to make one of those shanty towns,how about you try something with the Construction Pack? Maybe that can help you getting some good ideas for the CP,and maybe everything else. Who knows?

Other than that,it looks rather nice. If you haven't,you should upload the map into the impromptu,in the Steam Group chat,or in the Gameday. You'll definetly get tons of feedback there.

This update doesn't feature many changes in terms of gameplay, but instead, I give you a visual overhaul.

The outer walls and outdoor floor brushwork have been replaced by displacements. I have also replaced all of the dev textures with real textures, although I have kept the brushwork simple.

I have moved around and replaced the health and ammo packs, as seen in these screenshots (there are small health packs on the sides of the point):

The spawnrooms now have more props, as seen below:

I have moved the shipping container forward on both sides of the map, so that you can access the area from both sides, making it a better sentry spot.

Other screenshots:

Finally, I would like thank RataDeOrdenador for his suggestions and recommending that I enter my map in the gameday. My map did not make it into the most recent one, but I'm waiting for the next gameday to submit my map. Au revoir.

You don't have to wait for the gameday to occur. You can just add your map into the impromptu via Steam Group chat bot,and if there's enough maps (there's always 95% of the time) they'll start testing them all. Then you can see all the feedback and even download a demo from here.

I can do it right now if you want. Also,you don't actually have to be in the impromptu (although it would be nice) since you have that demo video I talked about before.

After a long hiatus, I have decided to start working on this map again. Hoorah!

In hindsight, some this issues with the map were quite blaring. It was simply too open. With this update, I added a lot more cover to focus the action in the central area and to prevent the map from becoming sniper heaven, and I found this tighter design approach significantly helped the map's overall gameplay. I'm hoping to get this map tested with a full server soon to get some real feedback.

-Added fences around control point to make it easier to hold
-Removed some of the storage containers on the sides of the point
-Sped up the capture rate
-Increased the size of the capture area to fill the whole house
-Removed and redid some cover, most notably the battlements
-Widened the hole in the roof of the control point house
I'd like to thank everyone on the TF2 Maps server who gave me feedbackI3greenThanks, DadUmaroth-24- Ì—Ì€fuzzymellow Ì–Ì-Doktor RichterBlank

-Reverted back to the original hole in the roof to avoid demos spamming stickies onto the battlements
- Heightened the fences around the point to avoid demos spamming stickies onto the battlements
-Added the side-rooms around the point, which contain small ammo and health packs
Lastly, I would like to thank everyone once again for their feedback on the previous version. Even if your suggestion was not implemented, please know it has been taken into consideration. Some of the suggestion I plan to implement in later versions.